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Game-based learning and library inst...
~
de Kock, Elizabeth Catharina.
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Game-based learning and library instruction.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Game-based learning and library instruction./
Author:
de Kock, Elizabeth Catharina.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2013,
Description:
286 p.
Notes:
Source: Masters Abstracts International, Volume: 77-02.
Contained By:
Masters Abstracts International77-02.
Subject:
Library science. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1595620
ISBN:
9781321951134
Game-based learning and library instruction.
de Kock, Elizabeth Catharina.
Game-based learning and library instruction.
- Ann Arbor : ProQuest Dissertations & Theses, 2013 - 286 p.
Source: Masters Abstracts International, Volume: 77-02.
Thesis (M.I.S.)--University of Pretoria (South Africa), 2013.
This item must not be added to any third party search indexes.
The purpose of this study was to investigate to what extent a game can be used as an instructional tool for library instruction. In order to determine the effectiveness of the game for library instruction, it was necessary to do literature research that included both subject fields. The research design therefore includes a literature study on information literacy and a literature study on game-based learning. The game was based on the Big6 information literacy model (Eisenberg, 2008). An in-depth literature review on game-based learning was needed to determine which criteria would be necessary to create a game for instructional purposes. An instructional design process (DODDEL model) was used for the design of the game. The design and layout of the game illustrated the application of the game-based learning criteria. A single-case study method was used for the purpose of the study. A mixed-methods approach with qualitative and quantitative questions and formative and summative evaluation was used to collect data and evaluate the game. The data analysis was done in Chapter 6. The data analysis indicates that games can be used in an effective way for library instruction purposes. The comments seem to confirm the findings of the literature review on game-based learning. The rating scale proved that the players were engaged during game play. The findings of the study were discussed in the concluding chapter. Game-based learning criteria and their application were described. The success and restrictions of the study were indicated and discussed. Recommendations for further research in the subject fields were made.
ISBN: 9781321951134Subjects--Topical Terms:
539284
Library science.
Subjects--Index Terms:
Games
Game-based learning and library instruction.
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Advisor: Bothma, T.J.D.;Fourie, I.
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The purpose of this study was to investigate to what extent a game can be used as an instructional tool for library instruction. In order to determine the effectiveness of the game for library instruction, it was necessary to do literature research that included both subject fields. The research design therefore includes a literature study on information literacy and a literature study on game-based learning. The game was based on the Big6 information literacy model (Eisenberg, 2008). An in-depth literature review on game-based learning was needed to determine which criteria would be necessary to create a game for instructional purposes. An instructional design process (DODDEL model) was used for the design of the game. The design and layout of the game illustrated the application of the game-based learning criteria. A single-case study method was used for the purpose of the study. A mixed-methods approach with qualitative and quantitative questions and formative and summative evaluation was used to collect data and evaluate the game. The data analysis was done in Chapter 6. The data analysis indicates that games can be used in an effective way for library instruction purposes. The comments seem to confirm the findings of the literature review on game-based learning. The rating scale proved that the players were engaged during game play. The findings of the study were discussed in the concluding chapter. Game-based learning criteria and their application were described. The success and restrictions of the study were indicated and discussed. Recommendations for further research in the subject fields were made.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1595620
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